ESCAPE FROM SOL version 1.1
---------------------------


DESIGNED for MULTI-PLAYER

I'm not sure how clever the AI is at doing some of the things that need doing.
I suspect the game may be far more fulfiling when played Multiplayer. 
Probably best played in HOTSEAT mde as this is a *LONG* Scenario.

BUT DO NOT PLAY THE "NEANDERTHALS". That is for the AI.



The Object of the game is to leave our Solar System before the NOVA 
that our Astronomers think may be coming, travelling to Alpha Centauri 
by deep space craft, which you must build first (of course).

A win is recorded if your craft succesfully reaches Alpha Centauri BEFORE the 
consequences of the NOVA hits Earth. 


The game will be more fun if you resist the temptation to cheat
by looking at the various Terrain.bmp files, the Units.bmp, the rules.txt 
and the events.txt.



SYNOPSIS
--------

Welcome to the afternoon of the Solar System.

You find yourself on a latter-day Mars - Once an idyllic world after being terraformed.

Gradually the Martian colonists have lost their technologies.
Living simple lives for millenia in their nurturing Eden-like
environment and aided by the various Genetically Engineered LifeForms {GELFs}
to supply their every need. 

Contact with the other outposts of humanity has been lost.


But a disturbing thing has been discovered by our Astronomers...

                          The Sun is going to go *NOVA*


Our Astronomers estimate that in about 500 Years, there will be
a massive increase in the solar diameter and a massive flux of
harmful solar radiations of all kinds.

This will render the Solar System uninhabitable.


However it is part of Mankinds' folklore that millenia ago robotic
probes sent by our forebears have shown that there are viable planets
surrounding Alpha Centauri that are capable of nurturing life (as we know it).

-> For Humanity (and your Nation) to survive it will be necessary to
rediscover the lost wisdom of the ancients - To see if it is possible to
construct a ship to travel between the STARS <-


Mars is a now no longer a benign world. You are unfortunate enough
to have found yourself in the Epoch known to the latter-day inhabitants
as the "Great Dry". The once fertile river valleys and plains have
in part dried and cracked. The oceans, including Grand Tethys,
are but puddles of their former glory.

Some of the genetically engineered life forms (GELFs) have been
by the increased solar radiation and the slippage of the environmental
norms outside of "safe" parameters.

Some of the woodlands have mutated and no longer bear edible provenance.
There are also a variety of toxic plant forms or GELF-mutated forms that
are inedible. Certain of these GELF-animals have gone rogue, and various
human nut-cases wander the landscape.


For Aeons only city-less Nomads roamed the surface of the Paradise that
was once Mars, but now the Halycon days of that second Eden are over,
and the harsh conditions have forced a return to primitive forms of agriculture.

It is said that it only takes 3 generations of not having enough time or
inclination to read for a culture to lose its learning and to sink back
into barbarism.

Interplanetary teleporters were developed millenia ago but Earth-kind
was never able to get their "Heisenburg-Compensators" (See Heisenburg
Uncertainty Principle, Quantum Mechanics) to work at distances beyond
that of the Gas-Giants of our solar system (That is, beyond about 250
million Kilometres or so). 

Remnants of this Teleporter network, with nodes in a variety of shapes
and sizes, can be found scattered across the landscape.

Some of the nodes in this old inter-planetary network may still work, 
and this network may represent your best chance to travel to lost earth,
but alas the knowledge as to how to build them has been lost.

Nor does anyone know quite where each one will take them within
the solar system, this knowledge also having been lost.

No-one knows what has happened to the earth over the millenia,
but is is commonly known that the earth is the only place in the
solar system likely to have sufficient resources to allow an
inter-stellar spacecraft to be built.

The bad news is that the Earth may also be somewhat environmentally devastated,
and even there decent pockets of arable land may be hard to find...



*Beware* of the Neo-Luddites, who believe that we must accept the will
of the cosmos and not research into the forbidden knowledge of our
misguided ancestors. As with so many single-minded belief systems,
however they are not averse to using whatever military or scientific
wisdom may come their way to reinforce their point of view and
service their ideology.



There are also various Pyramids scattered about the landscape, left
by the long-gone archivists, which may house exciting or useful finds,
If they have not already been taken over by Luddites.


Note that the *last* time mankind tried to get to the stars
we foundered due to an inherent inability to get our brains
around certain key technologies necessary to make a successful
interstellar manned flight. We did not seem to have the right
sort of "quirky" minds that could figure these subtleties of nature out.

Various research projects were developed to try to develop a race
that could 'think outside' the Homo Sapiens 'square'.

If such an experiment was successful, your only hope may be to find that
changed race and trade with them so that they (and you) can jointly develop
the key techs (such as Fusion Power) that will allow a spacecraft build,
launch & journey to ensure mankind does not perish in the impending Solar Inferno.

However, if you find such a race, establishing meaningful communications
with them may be no simple thing...

Good Luck !


------------------------------------------------------


HINTS
-----

On Mars, avoid Travel on the Sand Dunes, as they are slower travelling.
Travel in preference on Semi-Desert, Savannah, Rocky Desert,
or along the old Canals (or along roads if they exist).

Certain Units cannot travel in the Mountains.
The Computer will inform you which ones, but in summary they are :
Vehicles, Mounted Troops (except Scouts), and some of the heavier Armaments.

Unit capabilities can be found in the Civilopedia (albeit without any descriptions yet, 
If I get keen I will convert the Unit-mania Decscribe.txt into this Scenario).


On Mars now the biggest problem is finding enough to eat.


There is generally nothing edible to be found in Mutated-Scrub,
unless it is also the habitat of the Aborisaurus.

The Purple Spike Plant, to be found in the Semi-Desert areas,
is one of the few edible 'ferals'. The Puffball, found on the Mesa
with the Dried Leather Plant, is another.

If possible build cities on Savannah, near Old-Plantation and near Canals.

If possible, irrigate any Semi-Desert to be found within your city radius.
Semi-Desert can also be 'transformed' into Savannah.
Mutated Scrub can be cleared ('transformed') back into Semi-Desert.

But try to locate Earth to build the bulk of your cities, as not only is it
the only place around likely to have sufficient resources in the medium term,
it is also not subject to the devastating sand-storms that now periodicaly 
afflict Mars.


For one type of Inter-Planetary teleporter, look for the
"T" on the front door. A tiny red light above the Building
indicates that it is still operational.



------------------------------------------------------



INSTALLATION
------------

Install the Files to be found in the main zip file which is named

        Civ2-ToT-Escape-from-Sol.zip

into a Sub-directory (Folder) named

Escape-from-Sol

If your set-up is the same as mine with your Civ2-ToT setup under C:\MPS\CIV2-TOT 

then you can use the embedded path in the zip to allow this load to take place correctly.

If you are using WINZIP to unzip (recommended) then it will attempt to put them 
into the Folder     \MPS\CIV2-TOT\Escape-From-Sol





SPRITES
-------


Firstly the Resource Sprites... 

These are the same as those in the 'original' game,
so nothing needs to be done to them. (This I found to be somewhat limiting,
hence some of the odder resources on Mars, but I decided to work within the
framework I had.)


Next the Unit Sprites...

Personally I find some of the animated sprites that come with the original game
somewhat distracting. Indeed the Naval Units don't even sit on the correct tiles
and can be quite misleading.

But on the other hand I quite like some of them.

(Namely 14-Mech inf 16-Chariot 17-Elephant 22-Armor 27-Fighter 28-Bomber 29-Helicopter
        44-Cruise Missile 45-Nuclear Missile 46-Diplomat 47-Spy 48-Caravan 49-Freight
        50-Explorer 54-RA-MARU 63-CYBORG 79-Wuk-Turr 80-Barbarian-Leader )


OPTION A - IF YOU DO HAVE THE NEW TOT PATCH V1.1
------------------------------------------------

Assuming that your CIV2-TOT is loaded onto your C: drive . 
and assuming that your CIV2 Test of Time Directory is /MPS/CIV2-TOT/ 
(otherwise substitute whatever is your directory name) 

Then (assuming you are starting out where your MPS Directory is located)
	in DOS or in a .BAT file run the following DOS commands...

REM *** CHANGE DIRECTORY TO C: DRIVE
CD C: 

REM *** KILLER WHALE SPRITE
COPY /MPS/CIV2-TOT/EXTENDEDDORIGINAL/UNIT76.spr /MPS/CIV2-TOT/Escape-From-Sol/UNIT77.spr 

REM *** SCOUT CAR SPRITE
COPY /MPS/CIV2-TOT/SCI-FI/UNIT50.spr /MPS/CIV2-TOT/Escape-From-Sol/UNIT38spr 

REM *** INTELLIRAPTOR SPRITE
COPY /MPS/CIV2-TOT/SCI-FI/UNIT09.spr /MPS/CIV2-TOT/Escape-From-Sol/UNIT51spr 

And then run the Scenario with "Animated Units"

I have switched off those units that I prefer as static
using the last previously unused bit of the 
	Advanced unit fields - General Flags
as I either think they are easier to see 
or they do not correspond to the sprites supplied..



OPTION B - IF YOU DO NOT HAVE THE NEW TOT PATCH V1.1 
----------------------------------------------------

Here is how you can duplicate my setup.



Assuming that your Civ2-ToT directory is

C:\MPS\CIV2-TOT

Then (assuming you are starting out where your MPS Directory is located)
	in DOS or in a .BAT file run the following DOS commands...

REM *** CHANGE DIRECTORY TO C: DRIVE
CD C: 
MD \MPS\CIV2-TOT\ORIGINAL\BACKUP
COPY \MPS\CIV2-TOT\ORIGINAL\*.SPR         \MPS\CIV2-TOT\ORIGINAL\BACKUP
DELETE \MPS\CIV2-TOT\ORIGINAL\UNIT*.SPR
DELETE \MPS\CIV2-TOT\ORIGINAL\STATIC*.SPR
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT01.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT14.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT16.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT17.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT22.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT27.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT28.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT29.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT44.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT45.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT46.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT47.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT48.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT49.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT50.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT54.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT63.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT79.SPR  \MPS\CIV2-TOT\ORIGINAL
COPY \MPS\CIV2-TOT\ORIGINAL\BACKUP\UNIT80.SPR  \MPS\CIV2-TOT\ORIGINAL


Then copy in the recycled sprites from the other directories :


REM *** CHANGE DIRECTORY TO C: DRIVE
CD C: 
REM *** KILLER WHALE SPRITE
COPY /MPS/CIV2-TOT/EXTENDEDDORIGINAL/UNIT76.spr /MPS/CIV2-TOT/Escape-From-Sol/UNIT77.spr 
REM *** SCOUT CAR SPRITE
COPY /MPS/CIV2-TOT/SCI-FI/UNIT50.spr /MPS/CIV2-TOT/Escape-From-Sol/UNIT38spr 
REM *** INTELLIRAPTOR SPRITE
COPY /MPS/CIV2-TOT/SCI-FI/UNIT09.spr /MPS/CIV2-TOT/Escape-From-Sol/UNIT51spr 


Into the Escape-from-Sol Scenario Sub-Directory (Folder)

        \MPS\CIV2-TOT\Escape-From-Sol

as per the embedded path.


And then run the Scenario with "Animated Units"



Easy Huh ?




SOUNDS
------


Now for the more complex bit....

My Web-Site doesn't have enough space for me to load the sounds up separate,
(I'm too cheap to pay the additional ongoing fees to get an extra 5 Mb)

So, in addition to the sound files to be found in the accompanying zip

        Civ2-ToT-Escape-from-Sol-Extra-Sounds.zip

you will also need some of the sound files from Unit-Mania, 
that is, the files that can be found in ...

        Civ2-ToT-Modpack-Unit-Mania-Sounds-Part-1.zip and

        Civ2-ToT-Modpack-Unit-Mania-Sounds-Part-2.zip

These will then need to be loaded into the directory

	C:\MPS\CIV2-TOT\Escape-from-Sol\Sound


The Scenario will look for these sounds in particular :

Repeat-Rifle.wav
BoomBoom.Wav
PoisonGas.wav
GallopSword.Wav
Rifle-First.wav
Tank.wav
Mod-Inf.wav
S-Squad.wav
Zeppelin.wav
M-Artill.wav
NavBttle.wav
Bayonet-Charge.wav
A-B-TANK.wav
Longbow.wav
Artillry.wav
Mortar2.wav
Nukexplo.wav


You may wish to simply copy these from your Unit-Mania Directory 
if you have downloaded that Mod-Pack into :

	C:\MPS\CIV2-TOT\Escape-from-Sol\Sound


CREDITS
--------

Primarily as for Unit-Mania 


CREDITS
--------

Most Units images have been borrowed (stolen / pillaged),
(Although I have made minor mods to some, including reversing the images where necessary so that all point to the right to take advantage of Civ2-ToT's clever Icon mirrioring movement.)
& apologies to all the designers from whom I have pillaged them , but I can't remember 
all the places I found them.

Here is an attempt to assign credit as far as I can reconstruct my wide 
ranging surfing to find images...

The Unit Gif credits are as follows :

Reservists - 		come from Civilwar (from "Conflicts in Civilization") 
			- and were then modified.
Scouts - 		are also from Civilwar. 
Naval Artillery - 	comes from Allard Hfelt's Unit Collection  (enlarged by me)
Riflemen 		comes from the VERNE Scenario (Image by JC ?)
Infantrymen -		comes from a general collection off the Internet
			- I merely reversed it and added a bayonet.
Adv Riflemen - 		comes from "WW2UNITS.GIF" compiled by Harlan Thompson
				 and were then modified.
Modern Infantry - comes from "WW2UNITS.GIF" compiled by Harlan Thompson
Bicycle Troops - 	Ditto
Navy SEALS - 		Ditto
Commandos - 		Ditto
Paratroopers - 		Ditto
Marines - 		Ditto
Machine-Gun Grp - 	Ditto
Mortar Unit - 		Ditto
Modern Artillery - 	Ditto
Hovercraft - 		Ditto  (enlarged by me)
Tank -			Ditto (by ST)  (enlarged by me)
Adv. Battle tank -	Ditto (enlarged by me)
Zeppelin -		Ditto (by ST)
Jet Bomber - 		Ditto  (enlarged by me)
Engineers - 	From the "Hi-Res Modpack by Tim Smith




Various Terrain collections on the web have been throroughly pillaged by me to get the different nuances of the planets.

Thanks to: 

Micael D McCart for his terrain collection,
Stefan de Jonge for his Tropical Terrain images.

Frederic Meunie for the images I borrowed and modified from the Moonland series,

Some images borrowed from Microprose Alien landscapes, Mars and other Civ2-ToT "worlds".

A few misc. Terrain images borrowed from Tim Smith's Hi_Res Mod-pack
(e.g. Sailfish, Skeletal cattle head etc. )

Mars & Moon maps originally by Tom Carman and modified by me.

Many of the other tiles were created or combined by me from a multiplicity of sources.

Note : Paint Shop Pro was used to soften, blur, punch, pinch, overlay and combine 
various Civ2 images to get the desired effects and to write in the new ToT BMP format.


If anyone else wants credit, or I have got any of the above wrong, 
please E-Mail me & I will ensure that appropriate credit is given.


-------------------------------------------------------


Regards,

Kestrel17@Bigpond.com

URL   http://www.users.bigpond.com/Kestrel17 


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